RimWorld

RimWorld

Love the game, Hate the event spawn mechanics.
Title says it all really.

In detail though, over 3000 hours in this game. I keep hitting the same annoyance with it.
Early game I get dozens of traders, raiders, nomads and joiners throwing people at me to either accept, buy or take prisoner to recruit.

The traders are next to USELESS at this point because I have nothing to trade with them and no silver.

Mid game however, everything grinds to a halt. No more traders. No more incoming people to join, but still getting mega raids which end up either wounding, killing or kidnapping my colonists, and then right after I get raided again before I can even heal up and deal with it. Effectively killing my colony and ending the game.

And like I said no more traders ever turn up again. Right when I have plenty of stuff to sell.

The point I am getting at is the event mechanics suck. I get it supposedly scales with colony wealth. But its so backwards.

I don't need traders right off the bat when I just start with nothing to trade. I need them later on when I have tons of stuff to trade and I'm getting into high tech stuff that takes a lot of silver.

I need a breather after raids, not wave after wave after wave without pause, sometimes even getting raids during an active raid. Then of course im doing anomaly stuff so of course a pit gate opens on my map too when I have just 1 guy standing.

I know, I know y'all just say "get gud bro" but it happens in every play through, I only get so far and then the game goes "F U" and wrecks me.

And it doesn't really matter what storyteller I use, Cassandra, Phoebe or Randy all do the same to me. I generally play strive to survive, or adventure story mode.

I'm just ranting tbh, pay me no heed, I just got my @r$£ handed to me and needed to vent my frustrations.

Any tips or advice or insight into how the game mechanics work in these regards would be appreciated.
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Showing 1-15 of 23 comments
Hm...did you know you can set up a trade beacon? There's always traders in orbit around the planet. You can set up an orbital trade beacon outside, and put items in it. When you make a trade, a rocket will arrive and you load up the stuff, and off it goes.

You can build a Comms Console, and have one of your colonists use it to call a trade caravan.

There is a mod called "Call a trader" and similar that allow you to summon traders.

Hope this helps, I'm sorry you've been having a tough go.
I think it changed abit with Odyssey but I am unsure. I believe before the game would help you get to like 8(?) colonist then it would pull back on like transport pod crashes, refugees and such.

I believe the idea is the traders early is to help you get going cause you can sell all the junk from early raids / bulk goods for meds or pemmican for example.

I think a good Option 1 would be maybe treat difficulty more liberally? For example when you want to mess stuff increase it and when you want to chill lower it. Option 2 try and find some mods to change it up, maybe something like Trader Ships or Rimsential - Spaceports. Option 3 combine the 2 and maybe find some mods for more reliable defenses.

Seeing as you have 3000 hours I strongly suggest you lean into mods to tailor your runs to yourself.
Also, for the events, you can customize how often raids happen, and how much time you have between events in the custom settings. Phoebe Chillax can give you a more easy going experience, or you can customize Cassandra to be more lenient.
Phoebe is easy-going if you know to keep scaling your defences properly, otherwise she will hit you like a plasteel truck when you least expect it.
Are you using Randy a lot?

Randy has broken caravan trader mechanics in vanilla gameplay. He is missing the code for regular caravans to show up and so you only get the most random rare caravan to appear from events.

There's a bunch of mods that fix it and restore regular caravans for randy. I highly recommend that option to restore basic functionality.

I also recommend getting the comms console for the extra traders to show up asap. You absolutely need this in the mid game to do any effective trading.

And lastly ... strive to survive difficulty (aka 100% threat scale) is still ridiculously overtuned imho. It still forces you to resort to cheese mechanics in order to survive. You absolutely need to either exploit the AI or use bottleneck mechanics to prevent your colony from getting overwhelmed.

I recommend you play on Strive to Survive but lower the threat scale to 60% (Adventure Mode), this way the raids remain somewhat manageable and fun while everything else is on standard difficulty. I run on that difficulty because I just can't be bothered to fight the hordes of enemies the game throws at you.

The combat mechanics are NOT balanced to deal with both masses of melee and ranged pawns simultaneously without doing some cheese.

The game is significantly more fun for me on lower threat levels as it gives you more breathing room to do fun stuff in the colony aspect without combat being a complete cakewalk. You still need to be on top of that stuff but you can afford the occasional wimp in the colony or the non-combatant pawn.

I finished vanilla on 100% difficulty but I did not find it enjoyable as it forced me to resort to killbox style setups or other jank AI exploitation methods to survive. So why not just enjoy a slightly lower threat difficulty?
Last edited by The Blind One; 17 hours ago
Originally posted by RobinHood192000:
I need a breather after raids, not wave after wave after wave without pause, sometimes even getting raids during an active raid. Then of course im doing anomaly stuff so of course a pit gate opens on my map too when I have just 1 guy standing.
Vanilla storytellers can't normally send overlapping raids at you. For example, Cassandra Classic has a mandatory minimum of 1.9 days between raid events.

You would need to provoke non-story teller related raids to have them overlap. For example dumping toxic waste on another tile, accepting a quest that involves a raid, visiting a quest location, performing a void ritual, etc..

So generally speaking the game does function like what you want already, it won't throw non-stop raids at you.

I don't know if trader events have an increased or decreased spawn rate based on anything, but you can just call traders to trade with you anyway. Even better, when using a comms console to request traders, you can request specific types of traders.

Since you're playing Anomaly you should be getting a fair few random joiners no matter what. Creep Joiners can always fire even if you already have well past the normal cut off points for free colonists from your story teller.
Last edited by HunterSilver; 17 hours ago
Casandra and Phoebe have very stable trader arrival schedules, they send 5 trade caravans per year, every year, for the entire game, as long as you are at least neutral with one faction capable of sending a trade caravan and your map temperatures aren't outside safe temperature limits. They are equally rigid with orbital traders, sending one every 15 days 100% of the time.

Casandra and Phoebe also give breathers between raids, they are again on fairly rigid schedules with them. Storytellers ignore quests though, they aren't aware of quest raids and will happily send you a storyteller raid at the same time as a quest raid, that's up to you to manage pretty much.

It sounds like you've been playing on Randy and have only briefly attempt Casandra/Phoebe and assumed they are similar, but they are very different from Randy. Randy has averages, not schedules, there is no guarantee he will send you any trade caravans over the entire duration of your game, or he could send 5 in a week. Over the long term he averages out to be roughly similar to the others, but there's no streak avoidance so he can "ruin" a run either through boredom or cataclysm.
At times it felt like when I had/wanted to trade things, traders were scarce, and when I didn't have/want to trade things, traders popped up every other day. At any rate, I just created a custom scenario where a caravan shows up every 16.xxxx days and a trade ship arrives every 22.xxxx days so that I know there will be a good chance I'll see one trader per quadrum. If I'm REALLY wanting to buy/sell and can't wait, I'll caravan to nearest friendly camp if not too far away (<5 days).
Last edited by sbmarauderman03; 17 hours ago
All I see when I read this is Randy being Randy. If you want a more tailored experience with things like regular trade and breathers don't play the only dude who doesn't care about such things. You say you play other storytellers but they simply can't do what you describe but randy sure can!
Last edited by MadArtillery; 17 hours ago
Originally posted by MadArtillery:
All I see when I read this is Randy being Randy. If you want a more tailored experience with things like regular trade and breathers don't play the only dude who doesn't care about such things. You say you play other storytellers but they simply can't do what you describe but randy sure can!

Actually this particular play through is cassandra classic and I assure you this is happening under her. Relenteless.
Originally posted by RobinHood192000:
Originally posted by MadArtillery:
All I see when I read this is Randy being Randy. If you want a more tailored experience with things like regular trade and breathers don't play the only dude who doesn't care about such things. You say you play other storytellers but they simply can't do what you describe but randy sure can!

Actually this particular play through is cassandra classic and I assure you this is happening under her. Relenteless.
Cassandra always attacks 1-2 times per regulated cycle, she has a very strict schedule for everything, you can time all your gameplay around the regularity of her cycles because she is so predictable. She is the most aggressive storyteller so you should primarily choose her for runs with a lot of steady combat. She can't onslaught you relentlessly like randy however so if you build a colony that can survive cassandra you are likely to just plain survive as you won't get double sieged while getting rushed by an attack immediatly.
Last edited by MadArtillery; 16 hours ago
So I had a cultist raid happen, they don't bother attacking me just sit outside my defences and chant to kidnap a colonist every few mins, so I have to go out and attack them, this causes a bunch of casualties on my side. Before I had even had chance to pick up more than a couple of KOed survivors a waster raid drop right on me and kidnapped and killed a number of my pawns.

This left me without some key pawns and only 1 single guy left standing. He had to rescue whoever was left, tend them, feed them, all while suffering a mental break which caused generators to go unfuelled and cause my fridge to turn off and most of my food to spoil.

Then by the time he got over himself the pit gate opened and he single handed had to fight off the horde of flesh beasts.

So 3 hostile events in the space of a few in game days.

Then to add a bit of salt ontop she gives me a quest to lend 4 colonists to work a nearby settlement... I had 5 survivors, 4 of which were unconscious. Seriously game wtf...
Originally posted by RobinHood192000:
So I had a cultist raid happen, they don't bother attacking me just sit outside my defences and chant to kidnap a colonist every few mins, so I have to go out and attack them, this causes a bunch of casualties on my side. Before I had even had chance to pick up more than a couple of KOed survivors a waster raid drop right on me and kidnapped and killed a number of my pawns.

This left me without some key pawns and only 1 single guy left standing. He had to rescue whoever was left, tend them, feed them, all while suffering a mental break which caused generators to go unfuelled and cause my fridge to turn off and most of my food to spoil.

Then by the time he got over himself the pit gate opened and he single handed had to fight off the horde of flesh beasts.

So 3 hostile events in the space of a few in game days.

Then to add a bit of salt ontop she gives me a quest to lend 4 colonists to work a nearby settlement... I had 5 survivors, 4 of which were unconscious. Seriously game wtf...
I don't think you're managing your wealth properly if that's how badly you were mangled. I know your hours should make that a non-issue, but I can't help but feel you overlooked something through sheer blase familiarity this time.
3000 hours in you should consider using caravans or comms consoles to trade

Odyssey made it extra easy with the gravship/shuttle

It goes for a lot of mechanics in this game and others ; if you dislike a result because you relied on RNG, stop relying on RNG. Use the stable method (no luck is involved when trading directly with settlements). If you DO like rng and feel like ONLY using the RNG option, then obviously you should accept the bad rolls.
Last edited by Veylox; 16 hours ago
Dunno how many days went past in all this, you weren't exactly specific it's 4.6 day on phase and 6 day off phases with 1-2 threats at least 1.9 days apart for cassandra. Aggressive but predictable. If you want longer pheobe can never send 2 raids in succession as she's 8-24 days between raids.

You have anomaly, this means you have access to the almighty incinerator+shieldbelt combo. Have 2 of those in your colony and you wouldn't have all these dieing colonists when leaving your base. Burning enemies don't shoot back which means the shield belt regeneration is super optimal and you can really eat organic weapons fire with impunity. Enemies, oddly including mechs, won't path through fire unless there is litterally no choice so it also prevents you from getting rushed by letting you essentially build a maze on the fly forcing enemies to take long, inefficient paths that will likely be cut off by another incinerator blast making it incredibly difficult for enemies to ever approach you. They are like the ultimate anti ranged and anti melee for anything organic.
Last edited by MadArtillery; 16 hours ago
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